Dunedain Houses - how to lead a guild?

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Berwyn
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Dunedain Houses - how to lead a guild?

Post by Berwyn » 15 Dec 2013 22:33

I have a lordship over one of the Dunedain Houses and my question is how to make players stay and accept their role instead of simply joining for two weeks and then leave or disappear? I decided first to leave the tasks before joining, because I noticed people don't like it and give up. Then I gave tasks after joining, but it didn't have any significant effect either. How to deal with characters who want to be Dunedains? Any ideas on procedures that would fit the racial guild? I am asking it because I really enjoy the guild and I would like others who play, to enjoy it too.

Regards,
Berwyn
"Tis but a scratch" - Black Knight, Monty Python and the Holy Grail

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Zhar
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Re: Dunedain Houses - how to lead a guild?

Post by Zhar » 15 Dec 2013 22:45

Make Dunedains free-to-join and fully automated, like most other guilds (Travelers got updated this way, DAs are now fully automated etc.). This should have been done long ago but I guess no one had time to do it.

It always bugged me that Dunedains turned into this form of elite club, where you can join if you're friends with leadership. I know that with one character I've mailed heads of 4 houses asking about the joining procedure etc. and I don't think I ever got a single reply.
Time is precious. Waste it wisely.

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Mersereau
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Re: Dunedain Houses - how to lead a guild?

Post by Mersereau » 16 Dec 2013 03:22

The guild doesn't work the way you claim.
"Tragedy is when I cut my finger. Comedy is when you fall into an open sewer and die."
-Mel Brooks

Ydred
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Re: Dunedain Houses - how to lead a guild?

Post by Ydred » 16 Dec 2013 03:36

I have been Lord of four houses.

I accepted anyone into the house with little effort. (Meet me and abit of RP and you were in).
I never booted any goodies I was over .... but some used to ... lame to me especially now with so few.
Mithros, and another I forgot, asked to leave a house I took over and I granted them the request without booting him from guild itself. Even though I could have.

This guild should have been updated long ago so that Lords were titles only. It is antiquated imho.

Now, I say that .... but not fully. A Lord can boot you from their house and if they want ... from the guild.

That is overkill now. In a time long ago, it made sense when many many more played.

But now? A Lord should at most be able to boot you from their house. Not from the guild.

The Eil-Galaith guild is much better at dealing with this, imho. Though the 'entrance' quest is now, due to boat changes, abit hard to figure. Or it was for me.

But just like abusing guild functions .... which lead to serious guild nerfs ..... some cant accept that the game has changed. And this guild should be updated to include that.

As for your wanting more to join ..... just RP with them abit .... but dont expect anyone to care that you are a Lord .... even if the literature states it is important ..... it is a racial guild ..... itshluld be open .... so should all laymans :) but that is me ..... I think only OCC guilds should have councils ... racials or laymans should be coded to do this or that ..... and not to the whims of mortals ..... they are only additive to me.

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Snowrose
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Re: Dunedain Houses - how to lead a guild?

Post by Snowrose » 17 Dec 2013 01:46

Last I heard you still have to get a badge from a existing member to join Travelers, though there is often a small pile of badges left in the entrance of the guild. (at this point travelers should probably be made free to join).

What id suggest is let the house lord set if they want their house to be free to join, or request to join. houses should free to join by default and reset to free to join if lord is idle for 6 mo+. this way people who just want in for the emotes can join a empty or idle house. and people who want good solid rp can join an active harder to join house.

I am also a big advocate of biannual elections. This keeps leaders remotely active and insures a fresh leadership if someone leaves the game. also if an old well liked leader comes back they can be reelected to their old position after nice break.
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Syrk
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Re: Dunedain Houses - how to lead a guild?

Post by Syrk » 17 Dec 2013 02:10

Snowrose wrote:Last I heard you still have to get a badge from a existing member to join Travelers, though there is often a small pile of badges left in the entrance of the guild. (at this point travelers should probably be made free to join).
No. There are other ways to obtain badge that receiving it from another Traveller. It was done nicely.

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Berwyn
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Re: Dunedain Houses - how to lead a guild?

Post by Berwyn » 18 Dec 2013 19:42

Surely I'd like to see changes to the guild although I like the way it works now: ]
"Tis but a scratch" - Black Knight, Monty Python and the Holy Grail

Aristos
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Re: Dunedain Houses - how to lead a guild?

Post by Aristos » 08 Apr 2014 10:05

Berwyn wrote:Surely I'd like to see changes to the guild although I like the way it works now: ]
As long as one is in a position of power within a system, one will never dislike said system ;-)

Celephias
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Re: Dunedain Houses - how to lead a guild?

Post by Celephias » 12 Apr 2014 01:38

I accept anyone who emails me. Its is easily RP'ed with a human-centric position (above good or evil, ME East vs West). That being said, I also like the idea of free to join etc as I don't think it should be elite at all - the only requirement should be that you're human which is easy to check in code ;-)

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Berwyn
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Re: Dunedain Houses - how to lead a guild?

Post by Berwyn » 21 Jun 2014 19:41

I remember that certain Lords of the Dunedain houses, in the past, required candidates to prove their heritage of the particular house. Could someone please explain it to me, how it worked? For example how could a player prove that heritage and how could it be checked?

Regards,
B
"Tis but a scratch" - Black Knight, Monty Python and the Holy Grail

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